I hope this is appropriate for this thread. It's certainly not as exciting or advanced as most of the puzzles in here. I'm very new to 3D and have been learning Max for less than a week. I'm trying to model some objects for practice and am getting utterly defeated by my Maglite flashlight here. The button switch sits…
It was pretty straight forward. Started with a 40 Sided Cylinder and deleted all but the top face. Extruded the border and deleted the center. Then I selected a fifth of the circle and deleted the rest. With the array function I then copied the reminder to make the circle whole again (this way I don't have to repeat every…
@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…
I think that sub-d modelling is technical job since you really have to understand the proccess. I do belive it's a crucial skill in this cg. I just think that it's knowledge + experience. Problem is that the knowledge is here. I feel like you have written posts about this thousand times. It's not like suddenly you started…
Okay. That quote is like 3 human years (and thus 759 yak-sandwich years) old. But I'm reading through the thread from the beginning SO THERE. As a gamer and non-3D guy, I wish more game assets failed to attain proper geometric proportions. THe most interesting thing to me about this photograph is the red text. I'm sure My…
Hello guys! Do you remember this awesome game from 2000? Deus Ex? I found a nice image of the Deus Ex Title! These letters look very detailed and I'd like to know how to model this. Click on this thumbnail: As I'm not able to create a new thread about it, I guess this here is a good place to ask, because I read a lot of…
What does his edges being too sharp have to do with floaters? Completely different subjects/issues. There is no "wrong" here. If you're of the subjective opinion that his edges are too sharp here(could be, or not, we don't know the scale of the object), that is fine, but it really doesn't have anything to do with floaters…
What I'm trying to say is: The stack is not pivotal to the way I work. I mean the actual assembly of modifiers subsequently building off of each other. Modifiers themselves are a huge part of my workflow, and I view them as time saving operations to be committed to the model, nothing more. I'm not sure what our disconnect…
@solitudevibes There's a couple of different ways to approach modeling a lighter hood. A direct approach would be to block out the major forms with a simple quad grid then subdivide to create the necessary support geometry for the holes. @wirrexx explains this modeling process, with a great visual example, in another…
@guitarguy00 In the previous example: the base sphere has 12 rings with 24 segments and the subtracted sphere has 22 rings with 28 segments. Both quad sphere and UV sphere intersections tend to produce topology that requires some additional clean up. Minor differences in scale and position often prevent the perfect…